Urho3D/bin/Data/Scripts/39_CrowdNavigation.as

663 lines
28 KiB
ActionScript

// CrowdNavigation example.
// This sample demonstrates:
// - Generating a dynamic navigation mesh into the scene
// - Performing path queries to the navigation mesh
// - Adding and removing obstacles/agents at runtime
// - Raycasting drawable components
// - Crowd movement management
// - Accessing crowd agents with the crowd manager
// - Using off-mesh connections to make boxes climbable
// - Using agents to simulate moving obstacles
#include "Scripts/Utilities/Sample.as"
const String INSTRUCTION("instructionText");
bool useStreaming = false;
// Used for streaming only
const int STREAMING_DISTANCE = 2;
Array<VectorBuffer> navigationTilesData;
Array<IntVector2> navigationTilesIdx;
Array<IntVector2> addedTiles;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE);
// Hook up to the frame update and render post-update events
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_.CreateComponent("Octree");
scene_.CreateComponent("DebugRenderer");
// Create scene node & StaticModel component for showing a static plane
Node@ planeNode = scene_.CreateChild("Plane");
planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
// Create a Zone component for ambient lighting & fog control
Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.5f, 0.5f, 0.7f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light to the world. Enable cascaded shadows on it
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.castShadows = true;
light.shadowBias = BiasParameters(0.00025f, 0.5f);
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
// Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
Node@ boxGroup = scene_.CreateChild("Boxes");
for (uint i = 0; i < 20; ++i)
{
Node@ boxNode = boxGroup.CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode.position = Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f);
boxNode.SetScale(size);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
boxObject.material = cache.GetResource("Material", "Materials/Stone.xml");
boxObject.castShadows = true;
if (size >= 3.0f)
boxObject.occluder = true;
}
// Create a DynamicNavigationMesh component to the scene root
DynamicNavigationMesh@ navMesh = scene_.CreateComponent("DynamicNavigationMesh");
// Set small tiles to show navigation mesh streaming
navMesh.tileSize = 32;
// Enable drawing debug geometry for obstacles and off-mesh connections
navMesh.drawObstacles = true;
navMesh.drawOffMeshConnections = true;
// Set the agent height large enough to exclude the layers under boxes
navMesh.agentHeight = 10;
// Set nav mesh cell height to minimum (allows agents to be grounded)
navMesh.cellHeight = 0.05f;
// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
scene_.CreateComponent("Navigable");
// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
// in the scene and still update the mesh correctly
navMesh.padding = Vector3(0.0f, 10.0f, 0.0f);
// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
// it will use renderable geometry instead
navMesh.Build();
// Create an off-mesh connection to each box to make it climbable (tiny boxes are skipped). A connection is built from 2 nodes.
// Note that OffMeshConnections must be added before building the navMesh, but as we are adding Obstacles next, tiles will be automatically rebuilt.
// Creating connections post-build here allows us to use FindNearestPoint() to procedurally set accurate positions for the connection
CreateBoxOffMeshConnections(navMesh, boxGroup);
// Create some mushrooms as obstacles. Note that obstacles are non-walkable areas
for (uint i = 0; i < 100; ++i)
CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
// Create a CrowdManager component to the scene root (mandatory for crowd agents)
CrowdManager@ crowdManager = scene_.CreateComponent("CrowdManager");
CrowdObstacleAvoidanceParams params = crowdManager.GetObstacleAvoidanceParams(0);
// Set the params to "High (66)" setting
params.velBias = 0.5f;
params.adaptiveDivs = 7;
params.adaptiveRings = 3;
params.adaptiveDepth = 3;
crowdManager.SetObstacleAvoidanceParams(0, params);
// Create some movable barrels. We create them as crowd agents, as for moving entities it is less expensive and more convenient than using obstacles
CreateMovingBarrels(navMesh);
// Create Jack node as crowd agent
SpawnJack(Vector3(-5.0f, 0, 20.0f), scene_.CreateChild("Jacks"));
// Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
// the scene, because we want it to be unaffected by scene load / save
cameraNode = Node();
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the plane and looking down
cameraNode.position = Vector3(0.0f, 50.0f, 0.0f);
pitch = 80.0f;
cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
}
void CreateUI()
{
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
XMLFile@ style = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
Cursor@ cursor = Cursor();
cursor.SetStyleAuto(style);
ui.cursor = cursor;
// Set starting position of the cursor at the rendering window center
cursor.SetPosition(graphics.width / 2, graphics.height / 2);
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text", INSTRUCTION);
instructionText.text =
"Use WASD keys to move, RMB to rotate view\n"
"LMB to set destination, SHIFT+LMB to spawn a Jack\n"
"MMB or O key to add obstacles or remove obstacles/agents\n"
"F5 to save scene, F7 to load\n"
"Tab to toggle navigation mesh streaming\n"
"Space to toggle debug geometry\n"
"F12 to toggle this instruction text";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText.textAlignment = HA_CENTER;
// Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER;
instructionText.verticalAlignment = VA_CENTER;
instructionText.SetPosition(0, ui.root.height / 4);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
// Subscribe HandleCrowdAgentFailure() function for resolving invalidation issues with agents, during which we
// use a larger extents for finding a point on the navmesh to fix the agent's position
SubscribeToEvent("CrowdAgentFailure", "HandleCrowdAgentFailure");
// Subscribe HandleCrowdAgentReposition() function for controlling the animation
SubscribeToEvent("CrowdAgentReposition", "HandleCrowdAgentReposition");
// Subscribe HandleCrowdAgentFormation() function for positioning agent into a formation
SubscribeToEvent("CrowdAgentFormation", "HandleCrowdAgentFormation");
}
void CreateMushroom(const Vector3& pos)
{
Node@ mushroomNode = scene_.CreateChild("Mushroom");
mushroomNode.position = pos;
mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
mushroomNode.SetScale(2.0f + Random(0.5f));
StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
mushroomObject.castShadows = true;
// Create the navigation Obstacle component and set its height & radius proportional to scale
Obstacle@ obstacle = mushroomNode.CreateComponent("Obstacle");
obstacle.radius = mushroomNode.scale.x;
obstacle.height = mushroomNode.scale.y;
}
void SpawnJack(const Vector3& pos, Node@ jackGroup)
{
Node@ jackNode = jackGroup.CreateChild("Jack");
jackNode.position = pos;
AnimatedModel@ modelObject = jackNode.CreateComponent("AnimatedModel");
modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
modelObject.castShadows = true;
jackNode.CreateComponent("AnimationController");
// Create a CrowdAgent component and set its height and realistic max speed/acceleration. Use default radius
CrowdAgent@ agent = jackNode.CreateComponent("CrowdAgent");
agent.height = 2.0f;
agent.maxSpeed = 3.0f;
agent.maxAccel = 5.0f;
}
void CreateBoxOffMeshConnections(DynamicNavigationMesh@ navMesh, Node@ boxGroup)
{
Array<Node@>@ boxes = boxGroup.GetChildren();
for (uint i=0; i < boxes.length; ++i)
{
Node@ box = boxes[i];
Vector3 boxPos = box.position;
float boxHalfSize = box.scale.x / 2;
// Create 2 empty nodes for the start & end points of the connection. Note that order matters only when using one-way/unidirectional connection.
Node@ connectionStart = box.CreateChild("ConnectionStart");
connectionStart.worldPosition = navMesh.FindNearestPoint(boxPos + Vector3(boxHalfSize, -boxHalfSize, 0)); // Base of box
Node@ connectionEnd = connectionStart.CreateChild("ConnectionEnd");
connectionEnd.worldPosition = navMesh.FindNearestPoint(boxPos + Vector3(boxHalfSize, boxHalfSize, 0)); // Top of box
// Create the OffMeshConnection component to one node and link the other node
OffMeshConnection@ connection = connectionStart.CreateComponent("OffMeshConnection");
connection.endPoint = connectionEnd;
}
}
void CreateMovingBarrels(DynamicNavigationMesh@ navMesh)
{
Node@ barrel = scene_.CreateChild("Barrel");
StaticModel@ model = barrel.CreateComponent("StaticModel");
model.model = cache.GetResource("Model", "Models/Cylinder.mdl");
Material@ material = cache.GetResource("Material", "Materials/StoneTiled.xml");
model.material = material;
material.textures[TU_DIFFUSE] = cache.GetResource("Texture2D", "Textures/TerrainDetail2.dds");
model.castShadows = true;
for (uint i = 0; i < 20; ++i)
{
Node@ clone = barrel.Clone();
float size = 0.5 + Random(1);
clone.scale = Vector3(size / 1.5, size * 2.0, size / 1.5);
clone.position = navMesh.FindNearestPoint(Vector3(Random(80.0) - 40.0, size * 0.5 , Random(80.0) - 40.0));
CrowdAgent@ agent = clone.CreateComponent("CrowdAgent");
agent.radius = clone.scale.x * 0.5f;
agent.height = size;
agent.navigationQuality = NAVIGATIONQUALITY_LOW;
}
barrel.Remove();
}
void SetPathPoint(bool spawning)
{
Vector3 hitPos;
Drawable@ hitDrawable;
if (Raycast(250.0f, hitPos, hitDrawable))
{
DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
Vector3 pathPos = navMesh.FindNearestPoint(hitPos, Vector3(1.0f, 1.0f, 1.0f));
Node@ jackGroup = scene_.GetChild("Jacks");
if (spawning)
// Spawn a jack at the target position
SpawnJack(pathPos, jackGroup);
else
// Set crowd agents target position
cast<CrowdManager>(scene_.GetComponent("CrowdManager")).SetCrowdTarget(pathPos, jackGroup);
}
}
void AddOrRemoveObject()
{
// Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
Vector3 hitPos;
Drawable@ hitDrawable;
if (Raycast(250.0f, hitPos, hitDrawable))
{
Node@ hitNode = hitDrawable.node;
// Note that navmesh rebuild happens when the Obstacle component is removed
if (hitNode.name == "Mushroom")
hitNode.Remove();
else if (hitNode.name == "Jack")
hitNode.Remove();
else
CreateMushroom(hitPos);
}
}
bool Raycast(float maxDistance, Vector3& hitPos, Drawable@& hitDrawable)
{
hitDrawable = null;
IntVector2 pos = ui.cursorPosition;
// Check the cursor is visible and there is no UI element in front of the cursor
if (!ui.cursor.visible || ui.GetElementAt(pos, true) !is null)
return false;
Camera@ camera = cameraNode.GetComponent("Camera");
Ray cameraRay = camera.GetScreenRay(float(pos.x) / graphics.width, float(pos.y) / graphics.height);
// Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
// Note the convenience accessor to scene's Octree component
RayQueryResult result = scene_.octree.RaycastSingle(cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
if (result.drawable !is null)
{
hitPos = result.position;
hitDrawable = result.drawable;
return true;
}
return false;
}
void MoveCamera(float timeStep)
{
input.mouseVisible = input.mouseMode != MM_RELATIVE;
bool mouseDown = input.mouseButtonDown[MOUSEB_RIGHT];
// Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
input.mouseGrabbed = mouseDown;
// Right mouse button controls mouse cursor visibility: hide when pressed
ui.cursor.visible = !mouseDown;
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
// Only move the camera when the cursor is hidden
if (!ui.cursor.visible)
{
IntVector2 mouseMove = input.mouseMove;
yaw += MOUSE_SENSITIVITY * mouseMove.x;
pitch += MOUSE_SENSITIVITY * mouseMove.y;
pitch = Clamp(pitch, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
}
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Set destination or spawn a jack with left mouse button
if (input.mouseButtonPress[MOUSEB_LEFT])
SetPathPoint(input.qualifierDown[QUAL_SHIFT]);
// Add new obstacle or remove existing obstacle/agent with middle mouse button
else if (input.mouseButtonPress[MOUSEB_MIDDLE] || input.keyPress[KEY_O])
AddOrRemoveObject();
// Check for loading/saving the scene from/to the file Data/Scenes/CrowdNavigation.xml relative to the executable directory
if (input.keyPress[KEY_F5])
{
File saveFile(fileSystem.programDir + "Data/Scenes/CrowdNavigation.xml", FILE_WRITE);
scene_.SaveXML(saveFile);
}
else if (input.keyPress[KEY_F7])
{
File loadFile(fileSystem.programDir + "Data/Scenes/CrowdNavigation.xml", FILE_READ);
scene_.LoadXML(loadFile);
}
// Toggle debug geometry with space
else if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
// Toggle instruction text with F12
else if (input.keyPress[KEY_F12])
{
UIElement@ instruction = ui.root.GetChild(INSTRUCTION);
instruction.visible = !instruction.visible;
}
}
void ToggleStreaming(bool enabled)
{
DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
if (enabled)
{
int maxTiles = (2 * STREAMING_DISTANCE + 1) * (2 * STREAMING_DISTANCE + 1);
BoundingBox boundingBox = navMesh.boundingBox;
SaveNavigationData();
navMesh.Allocate(boundingBox, maxTiles);
}
else
navMesh.Build();
}
void UpdateStreaming()
{
DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
// Center the navigation mesh at the crowd of jacks
Vector3 averageJackPosition;
Node@ jackGroup = scene_.GetChild("Jacks");
if (jackGroup !is null)
{
for (uint i = 0; i < jackGroup.numChildren; ++i)
averageJackPosition += jackGroup.children[i].worldPosition;
averageJackPosition /= jackGroup.numChildren;
}
// Compute currently loaded area
IntVector2 jackTile = navMesh.GetTileIndex(averageJackPosition);
IntVector2 beginTile = VectorMax(IntVector2(0, 0), jackTile - IntVector2(1, 1) * STREAMING_DISTANCE);
IntVector2 endTile = VectorMin(jackTile + IntVector2(1, 1) * STREAMING_DISTANCE, navMesh.numTiles - IntVector2(1, 1));
// Remove tiles
for (uint i = 0; i < addedTiles.length;)
{
IntVector2 tileIdx = addedTiles[i];
if (beginTile.x <= tileIdx.x && tileIdx.x <= endTile.x && beginTile.y <= tileIdx.y && tileIdx.y <= endTile.y)
++i;
else
{
addedTiles.Erase(i);
navMesh.RemoveTile(tileIdx);
}
}
// Add tiles
for (int z = beginTile.y; z <= endTile.y; ++z)
for (int x = beginTile.x; x <= endTile.x; ++x)
{
const IntVector2 tileIdx(x, z);
int tileDataIdx = navigationTilesIdx.Find(tileIdx);
if (!navMesh.HasTile(tileIdx) && tileDataIdx != -1)
{
addedTiles.Push(tileIdx);
navMesh.AddTile(navigationTilesData[tileDataIdx]);
}
}
}
void SaveNavigationData()
{
DynamicNavigationMesh@ navMesh = scene_.GetComponent("DynamicNavigationMesh");
navigationTilesData.Clear();
navigationTilesIdx.Clear();
addedTiles.Clear();
IntVector2 numTiles = navMesh.numTiles;
for (int z = 0; z < numTiles.y; ++z)
for (int x = 0; x < numTiles.x; ++x)
{
IntVector2 idx(x, z);
navigationTilesData.Push(navMesh.GetTileData(idx));
navigationTilesIdx.Push(idx);
}
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
// Update streaming
if (input.keyPress[KEY_TAB])
{
useStreaming = !useStreaming;
ToggleStreaming(useStreaming);
}
if (useStreaming)
UpdateStreaming();
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
if (drawDebug)
{
// Visualize navigation mesh, obstacles and off-mesh connections
cast<DynamicNavigationMesh>(scene_.GetComponent("DynamicNavigationMesh")).DrawDebugGeometry(true);
// Visualize agents' path and position to reach
cast<CrowdManager>(scene_.GetComponent("CrowdManager")).DrawDebugGeometry(true);
}
}
void HandleCrowdAgentFailure(StringHash eventType, VariantMap& eventData)
{
Node@ node = eventData["Node"].GetPtr();
int state = eventData["CrowdAgentState"].GetInt();
// If the agent's state is invalid, likely from spawning on the side of a box, find a point in a larger area
if (state == CA_STATE_INVALID)
{
// Get a point on the navmesh using more generous extents
Vector3 newPos = cast<DynamicNavigationMesh>(scene_.GetComponent("DynamicNavigationMesh")).FindNearestPoint(node.position, Vector3(5.0f,5.0f,5.0f));
// Set the new node position, CrowdAgent component will automatically reset the state of the agent
node.position = newPos;
}
}
void HandleCrowdAgentFormation(StringHash eventType, VariantMap& eventData)
{
uint index = eventData["Index"].GetUInt();
uint size = eventData["Size"].GetUInt();
Vector3 position = eventData["Position"].GetVector3();
// The first agent will always move to the exact position, all other agents will select a random point nearby
if (index > 0)
{
CrowdManager@ crowdManager =GetEventSender();
CrowdAgent@ agent = eventData["CrowdAgent"].GetPtr();
eventData["Position"] = crowdManager.GetRandomPointInCircle(position, agent.radius, agent.queryFilterType);
}
}
void HandleCrowdAgentReposition(StringHash eventType, VariantMap& eventData)
{
const String WALKING_ANI = "Models/Jack_Walk.ani";
Node@ node = eventData["Node"].GetPtr();
CrowdAgent@ agent = eventData["CrowdAgent"].GetPtr();
Vector3 velocity = eventData["Velocity"].GetVector3();
float timeStep = eventData["TimeStep"].GetFloat();
// Only Jack agent has animation controller
AnimationController@ animCtrl = node.GetComponent("AnimationController");
if (animCtrl !is null)
{
float speed = velocity.length;
if (animCtrl.IsPlaying(WALKING_ANI))
{
float speedRatio = speed / agent.maxSpeed;
// Face the direction of its velocity but moderate the turning speed based on the speed ratio and timeStep
node.rotation = node.rotation.Slerp(Quaternion(Vector3::FORWARD, velocity), 10.f * timeStep * speedRatio);
// Throttle the animation speed based on agent speed ratio (ratio = 1 is full throttle)
animCtrl.SetSpeed(WALKING_ANI, speedRatio * 1.5f);
}
else
animCtrl.Play(WALKING_ANI, 0, true, 0.1f);
// If speed is too low then stop the animation
if (speed < agent.radius)
animCtrl.Stop(WALKING_ANI, 0.5f);
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element\">" +
" <element type=\"Button\">" +
" <attribute name=\"Name\" value=\"Button3\" />" +
" <attribute name=\"Position\" value=\"-120 -120\" />" +
" <attribute name=\"Size\" value=\"96 96\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"Label\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
" <attribute name=\"Text\" value=\"Spawn\" />" +
" </element>" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"LSHIFT\" />" +
" </element>" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
" <attribute name=\"Text\" value=\"LEFT\" />" +
" </element>" +
" </element>" +
" <element type=\"Button\">" +
" <attribute name=\"Name\" value=\"Button4\" />" +
" <attribute name=\"Position\" value=\"-120 -12\" />" +
" <attribute name=\"Size\" value=\"96 96\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" +
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" +
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" +
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" +
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" +
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"Label\" />" +
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" +
" <attribute name=\"Vert Alignment\" value=\"Center\" />" +
" <attribute name=\"Color\" value=\"0 0 0 1\" />" +
" <attribute name=\"Text\" value=\"Obstacles\" />" +
" </element>" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
" <attribute name=\"Text\" value=\"MIDDLE\" />" +
" </element>" +
" </element>" +
" </add>" +
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Set</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
" <attribute name=\"Text\" value=\"LEFT\" />" +
" </element>" +
" </add>" +
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"SPACE\" />" +
" </element>" +
" </add>" +
"</patch>";